P R O V I D I N G I N - D E P T H I N S I G H T ,
D A T A , A N D A N A L Y S I S O F
E V E R Y T H I N G D I G I T A L .
VIRTUAL
DISRUPTION —
IT’S REAL
JE SSIC A SM ITH,
R E SE A R C H A NA LY ST
TODAY’S VR
ISN’T THIS
Source: thearcademan.net
Source: George Nikitin/AP
OR THIS
OR THIS, EITHER
Source: STR/Reuters
BUT IT’S
ALSO NOT THIS
...YET
Source: Facebook
Developers ConsumersInvestors
$86
$238
$787
$703
$2,606*
23 41 60
137 152*	
2012 2013 2014 2015 2016
Investment Number	of	deals
+271%	
GLOBAL INVESTMENT IS BOOMING
M ILLIO NS ($)
*2016 Full-Year Projection
Source: CB Insights, July 2016
THE VR MARKET IS EXPECTED TO HIT
$1 BILLION IN 2016
VR R E VE NUE G E NE R ATIO N, BY C ATE G O R Y, M ILLIO NS ( $ )
Hardware,	$700
Content,	$300
VR	Market	
Source: Deloitte
$1
billion!
Developers ConsumersInvestors
Very	well,	36%
Extremely	well,	24%
DEVELOPERS ARE READY TO MAKE VR CONTENT
Q: HO W W ELL W O ULD YO U SAY YO U UND ER STAND THE D EVELO P M ENT
P R O C ESS F O R VR TEC HNO LO GIES?
60% of developers
are at least very
familiar with VR
development process
Source: Yeti
3 IN 4 DEVELOPERS ARE CREATING CONTENT FOR
A VR OR AR PLATFORM
0%	 10%	 20%	 30%	 40%	 50%	 60%	
Google	Tango
Microsoft	HoloLens
Other	
PlayStation	VR
Google	Daydream
Google	Cardboard
Samsung	Gear	VR
Oculus	Rift
HTC	Vive
n=543
Source: Game Developers Conference
DEVELOPERS EXPECT VR TO ENTER THE
MAINSTREAM SOON
Source: Yeti
Very	optimistic,	43%
Extremely	
optimistic,	31%
Developers ConsumersInvestors
THERE’S INTEREST IN A WIDE ARRAY OF VR
ACTIVITIES
25%
22%
19%
11%
5%
4.9%
1.6%
1.1%
‘Travel’	to	a	new	location
Play	VR	games
Watch	TV,	movies,	or	sports	in	VR
Preview	venues	(hotels,	restaurants,	etc.)	you’re	considering	
visiting
Attend	a	class	in	a	virtual	classroom
Have	a	work	meeting	in	a	virtual	conference	room
Hang	out	with	other	people	in	a	VR	environment
Shop	in	a	virtual	mall	or	store
n=1,339
Source: BI Intelligence Exclusive Data, Q4 2016
AND THE REASONS FOR NOT USING VR TECH ARE
QUICKLY DISSIPATING
n=1,339
Source: BI Intelligence Exclusive Data, Q4 2016
84%
I	don’t	see	a	use	for	it
I	don't	think	I'll	like	it
I	think	it	would	make	me	sick
I	haven't	had	the	opportunity	 to
Other
CONSUMERS TO DRIVE VR HEADSET SHIPMENTS
TO 55 MILLION IN 2022
0
10
20
30
40
50
60
2015 2016 2017 2018 2019 2020 2021 2022
Millions
Source: BI Intelligence Estimates
Developers ConsumersInvestors
Developers ConsumersInvestors
THE GLOBAL AR/VR MARKET IS EXPECTED TO ECLIPSE
MAJOR CONSUMER TECH CATEGORIES IN 2025
BILLIO NS ( $ )
$14 $15
$45
$62
$99
$110 $111
Game	console VR/AR	delayed	
uptake
VR/AR	base	case Desktop	PC TV VR/AR	
accelerated	
uptake
Notebook	PC
Source: Goldman Sachs
THE GLOBAL AR/VR MARKET IS EXPECTED TO ECLIPSE
MAJOR CONSUMER TECH CATEGORIES IN 2025
BILLIO NS ( $ )
$14 $15
$45
$62
$99
$110 $111
Game	console VR/AR	delayed	
uptake
VR/AR	base	case Desktop	PC TV VR/AR	
accelerated	
uptake
Notebook	PC
Source: Goldman Sachs
Source: Mike Fisher/AP
Source: The Lab

Business Insider: Ignition virtual disruption

  • 1.
    P R OV I D I N G I N - D E P T H I N S I G H T , D A T A , A N D A N A L Y S I S O F E V E R Y T H I N G D I G I T A L . VIRTUAL DISRUPTION — IT’S REAL JE SSIC A SM ITH, R E SE A R C H A NA LY ST
  • 5.
  • 6.
  • 7.
  • 8.
    BUT IT’S ALSO NOTTHIS ...YET Source: Facebook
  • 10.
  • 11.
    $86 $238 $787 $703 $2,606* 23 41 60 137152* 2012 2013 2014 2015 2016 Investment Number of deals +271% GLOBAL INVESTMENT IS BOOMING M ILLIO NS ($) *2016 Full-Year Projection Source: CB Insights, July 2016
  • 12.
    THE VR MARKETIS EXPECTED TO HIT $1 BILLION IN 2016 VR R E VE NUE G E NE R ATIO N, BY C ATE G O R Y, M ILLIO NS ( $ ) Hardware, $700 Content, $300 VR Market Source: Deloitte $1 billion!
  • 13.
  • 14.
    Very well, 36% Extremely well, 24% DEVELOPERS ARE READYTO MAKE VR CONTENT Q: HO W W ELL W O ULD YO U SAY YO U UND ER STAND THE D EVELO P M ENT P R O C ESS F O R VR TEC HNO LO GIES? 60% of developers are at least very familiar with VR development process Source: Yeti
  • 15.
    3 IN 4DEVELOPERS ARE CREATING CONTENT FOR A VR OR AR PLATFORM 0% 10% 20% 30% 40% 50% 60% Google Tango Microsoft HoloLens Other PlayStation VR Google Daydream Google Cardboard Samsung Gear VR Oculus Rift HTC Vive n=543 Source: Game Developers Conference
  • 16.
    DEVELOPERS EXPECT VRTO ENTER THE MAINSTREAM SOON Source: Yeti Very optimistic, 43% Extremely optimistic, 31%
  • 17.
  • 18.
    THERE’S INTEREST INA WIDE ARRAY OF VR ACTIVITIES 25% 22% 19% 11% 5% 4.9% 1.6% 1.1% ‘Travel’ to a new location Play VR games Watch TV, movies, or sports in VR Preview venues (hotels, restaurants, etc.) you’re considering visiting Attend a class in a virtual classroom Have a work meeting in a virtual conference room Hang out with other people in a VR environment Shop in a virtual mall or store n=1,339 Source: BI Intelligence Exclusive Data, Q4 2016
  • 19.
    AND THE REASONSFOR NOT USING VR TECH ARE QUICKLY DISSIPATING n=1,339 Source: BI Intelligence Exclusive Data, Q4 2016 84% I don’t see a use for it I don't think I'll like it I think it would make me sick I haven't had the opportunity to Other
  • 20.
    CONSUMERS TO DRIVEVR HEADSET SHIPMENTS TO 55 MILLION IN 2022 0 10 20 30 40 50 60 2015 2016 2017 2018 2019 2020 2021 2022 Millions Source: BI Intelligence Estimates
  • 21.
  • 22.
  • 23.
    THE GLOBAL AR/VRMARKET IS EXPECTED TO ECLIPSE MAJOR CONSUMER TECH CATEGORIES IN 2025 BILLIO NS ( $ ) $14 $15 $45 $62 $99 $110 $111 Game console VR/AR delayed uptake VR/AR base case Desktop PC TV VR/AR accelerated uptake Notebook PC Source: Goldman Sachs
  • 24.
    THE GLOBAL AR/VRMARKET IS EXPECTED TO ECLIPSE MAJOR CONSUMER TECH CATEGORIES IN 2025 BILLIO NS ( $ ) $14 $15 $45 $62 $99 $110 $111 Game console VR/AR delayed uptake VR/AR base case Desktop PC TV VR/AR accelerated uptake Notebook PC Source: Goldman Sachs
  • 25.
  • 26.